[PATCH 3/5] wined3d: Handle sRGB_decode when reading the sampler state.
Henri Verbeet
hverbeet at gmail.com
Tue Oct 8 05:06:59 CDT 2013
On 8 October 2013 00:27, Stefan Dösinger <stefan at codeweavers.com> wrote:
> diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
> index 52eac16..eb8ca7e 100644
> --- a/dlls/wined3d/surface.c
> +++ b/dlls/wined3d/surface.c
> @@ -5608,8 +5608,6 @@ HRESULT surface_load_location(struct wined3d_surface *surface, DWORD location, c
> }
> }
>
> - if (location == SFLAG_INSRGBTEX && gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
> - location = SFLAG_INTEXTURE;
>
> if (surface->flags & location)
> {
> @@ -5671,12 +5669,6 @@ HRESULT surface_load_location(struct wined3d_surface *surface, DWORD location, c
> surface_evict_sysmem(surface);
> }
>
> - if (surface->flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)
> - && gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
> - {
> - surface->flags |= (SFLAG_INTEXTURE | SFLAG_INSRGBTEX);
> - }
> -
> return WINED3D_OK;
> }
>
This change seems good on its own, as far as I can tell all callers
already handle this correctly. I'm less sure about the other changes,
the texture code seems like the right place to handle
EXT_texture_sRGB_decode.
More information about the wine-devel
mailing list